Hi, TL;DR:
as there are several people working on improving the shader quality at vec4 using NIR, to avoid overlapping, Im explicitly announcing that this week I will work on implement an equivalent to fs_cmod_propagation but for the vec4 case. More details: While checking shader-db HURT regressions, shaders like these: unity/15.shader_test warzone2100/1.shader_test humus-celshading/4.shader_test are emitting extra movs when conditions are involved. Writing the equivalent fs shader, I found those are optimized by opt_cmod_propagation. I vaguely remembered that Jason mentioned it some months ago, and I found this email [1], where he suggest to implement that pass. So just in case someone else was already doing that, Im sending this email. BR [1] http://lists.freedesktop.org/archives/mesa-dev/2015-August/090624.html -- Alejandro Piñeiro (apinhe...@igalia.com) _______________________________________________ mesa-dev mailing list mesa-dev@lists.freedesktop.org http://lists.freedesktop.org/mailman/listinfo/mesa-dev